Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-24 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis Olson wrote:
| On Jan 23, 2008 3:13 PM, Matthias Boerner <[EMAIL PROTECTED]
| > wrote:
|
| I don't think a driver update will help because your card has
| only "limited" support for vertex and pixel shaders as you already
| stated in your mail.
|
| On Wikipedia is a nice summary of the Nvidia GeForce4 MX:
|
| http://en.wikipedia.org/wiki/GeForce_4_Series#GeForce4_MX
|
|
| This will be a challenge for us as we move forward with development of
| the OSG tree.  How much old hardware should we support, and how far back
| should we go?
|
| I think it makes sense (at a minimum) to make sure these features that
| require newer hardware can be turned off so that people with older
| hardware can still run the basic code and see the base scene.
|
| In some cases it may make sense to have a backup scheme available so
| older hardware can see something, even if it's slower or less detailed.
| (For instance, we have a couple runway light schemes floating around.)
|
I made noises a few weeks ago about implementing a materials / effects system 
like
Ogre's, and I'm going to start on that in order to make real progress with 
shadows. One
of the features of that system (and others) is the ability to specify different
"techniques" for an effect with the appropriate one chosen base on the 
capability of the
card. It won't be hard to incorporate support for that, but it will be work to 
write
the techniques for the older systems.

It was also suggested that the PLIB version could be left to support older 
hardware. That's
fine, but aircraft designers would probably like some support for testing what 
version the
user is running.

Tim
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFHmKF2eDhWHdXrDRURAjdrAKCNXyjBZCHzY+1GTPUcBek4U3QgFgCgqLuJ
dvpcD7Uwju4JzP6hmEGdqBY=
=3Ffh
-END PGP SIGNATURE-

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-24 Thread Christian Buchner
Congratulations - it looks fabulous.

This is likely based on vertex shaders. This leads me to the question: Does
OpenGL offer a software based
vertex shading branch like DirectX does? This would allow you to use the
same shader code for hardware
accelerated trees and - at a reduced level - for software processed trees.

Is that a possibility?

I for one would like to see Intel integrated chipsets (e.g. Intel 945GMA
found in many laptops and Mac Minis)
supported and it definitely does not have hardware accelerated vertex
shading.

Christian
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-24 Thread Erik Hofman
Curtis Olson wrote:

> This will be a challenge for us as we move forward with development of 
> the OSG tree.  How much old hardware should we support, and how far back 
> should we go?

I've been thinking about this too and for me it's actually quite simple. 
FlightGear 1.0/PLIB is fantastic for oldish hardware. Let the OSG branch 
proceed for new hardware features.

Erik

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Innis Cunningham


 
> 
> This will be a challenge for us as we move forward with development of the 
> OSG tree.  How much old hardware should we support, and how far back should 
> we go?
> 
> I think it makes sense (at a minimum) to make sure these features that 
> require newer hardware can be turned off so that people with older hardware 
> can still run the basic code and see the base scene.
> 
> In some cases it may make sense to have a backup scheme available so older 
> hardware can see something, even if it's slower or less detailed.  (For 
> instance, we have a couple runway light schemes floating around.)
> 
> But at some point we do need to decide where to draw the line.  For instance 
> we already have abandoned support for 4Mb Voodoo1 cards and Glide.  But those 
> were pretty hot when the FlightGear project first was launched.  I remember 
> running glide in a window on an 8mb voodoo2 ... ahh those were the days ... I 
> may still have that card in a box somewhere ... saving it for my grand kids 
> to play with. :-)
> 
> We do want to make reasonable and informed decisions here, so it's worth 
> discussing a bit.  We don't want to abandon too many people, but at the same 
> time we want to be able to push forward with new features and new graphics 
> effects ...
> 
> This ...
> 
> http://www.flightgear.org/Gallery-v0.7.9/Source/smooth1.jpg
> 
> Or this ...
> 
> http://www.nanjika.co.uk/flightgear/forest.jpg
> 
> At some point, I'm buying a new graphics card or new laptop if I have to ... 
> and as much as I hate to admit it, over the years, flight simulators and 
> possibly other games have often been my primary hardware upgrade motivation.
> 
 I think you have one of two choices.
First force every one to upgrade there hardware to a minimum  requirement
Or
Keep an old copy of FG,around 9.6, on the server for older systems if you dont 
want
to leave these people behind

Cheers
Innis
_
Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=OCT07_endtext_Future&_m=EXT
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Curtis Olson
On Jan 23, 2008 3:13 PM, Matthias Boerner <[EMAIL PROTECTED]>
wrote:

> I don't think a driver update will help because your card has
> only "limited" support for vertex and pixel shaders as you already
> stated in your mail.
>
> On Wikipedia is a nice summary of the Nvidia GeForce4 MX:
>
> http://en.wikipedia.org/wiki/GeForce_4_Series#GeForce4_MX


This will be a challenge for us as we move forward with development of the
OSG tree.  How much old hardware should we support, and how far back should
we go?

I think it makes sense (at a minimum) to make sure these features that
require newer hardware can be turned off so that people with older hardware
can still run the basic code and see the base scene.

In some cases it may make sense to have a backup scheme available so older
hardware can see something, even if it's slower or less detailed.  (For
instance, we have a couple runway light schemes floating around.)

But at some point we do need to decide where to draw the line.  For instance
we already have abandoned support for 4Mb Voodoo1 cards and Glide.  But
those were pretty hot when the FlightGear project first was launched.  I
remember running glide in a window on an 8mb voodoo2 ... ahh those were the
days ... I may still have that card in a box somewhere ... saving it for my
grand kids to play with. :-)

We do want to make reasonable and informed decisions here, so it's worth
discussing a bit.  We don't want to abandon too many people, but at the same
time we want to be able to push forward with new features and new graphics
effects ...

This ...

http://www.flightgear.org/Gallery-v0.7.9/Source/smooth1.jpg

Or this ...

http://www.nanjika.co.uk/flightgear/forest.jpg

At some point, I'm buying a new graphics card or new laptop if I have to ...
and as much as I hate to admit it, over the years, flight simulators and
possibly other games have often been my primary hardware upgrade motivation.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Morten Oesterlund Joergensen
On Tue, 2008-01-22 at 22:04 +, Stuart Buchanan wrote:
> I've been working on a shader-based approach to creating random trees with 
> help
> from Tim Moore.
> 
> Here's a screenshot of what I've managed to achieve so far:
> 
> http://www.nanjika.co.uk/flightgear/forest.jpg
> 
> A patch which includes both the shader trees and improvements to the random
> object placement is available from 
> 
> http://www.nanjika.co.uk/flightgear/trees.tar.gz
> 
> This isn't yet ready for inclusion in CVS, but worth having a play about with.
> 
> Notes:
> - Currently all the trees of a given type on a tile will be the same size, 
> shape
> and texture.
> - It's highly likely that this code leaks memory like a sieve.
> - The shader currently doesn't perform any diffuse lighting calculations. For
> some reason including the diffuse lighting causes a "flickering" effect, 
> possibly
> due to the light source being so far away.
> 
> Comments are of course welcome.

I get a lot of "FRAGMENT glCompileShader "" FAILED" error messages and
no trees.
I made a search on Google and it seems that my graphics card does not
support some extensions. It is a NVIDIA GeForce4 MX 460 using the
1.0.9631-r1 driver, as it is called in Portage in Gentoo Linux. There is
a new version called 96.43.01 that supports my card, but I would like to
hear what you say, before I upgrade.


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Maik Justus wrote:
| Hi Stuart,
|
| Stuart Buchanan schrieb am 22.01.2008 23:04:
|> Hi All,
|>
|> I've been working on a shader-based approach to creating random trees with 
help
|> from Tim Moore.
|>
|> Here's a screenshot of what I've managed to achieve so far:
|>
|> http://www.nanjika.co.uk/flightgear/forest.jpg
|>
|> A patch which includes both the shader trees and improvements to the random
|> object placement is available from
|>
|> http://www.nanjika.co.uk/flightgear/trees.tar.gz
|>
|>
| very nice. Low-level-flying is much more interesting now.
|> This isn't yet ready for inclusion in CVS, but worth having a play about 
with.
|>
|>
| Why not? cvs is the place for developing.
I am, of course, enormously proud of this work and hope to get it into CVS as 
soon as
possible. That said, a feature with this list of issues:

|> Notes:
|> - Currently all the trees of a given type on a tile will be the same size, 
shape
|> and texture.
|> - It's highly likely that this code leaks memory like a sieve.
|> - The shader currently doesn't perform any diffuse lighting calculations. For
|> some reason including the diffuse lighting causes a "flickering" effect, 
possibly
|> due to the light source being so far away.
|>

and no way to disable it other than to turn off other features, isn't quite 
ready for
CVS. If Stuart has run out of time, I'll bang on this and shoot for checking it 
in over
the weekend.

The flicker is caused by there being no normals in the tree "model."

The calculations performed in the vertex and fragment shaders are a little 
mixed up.
For now the diffuse lighting calculation should be done in the vertex shader, 
while the
fog calculation should be done in the fragment shader.

The shader program and tree texture should be shared between all the forests.

Anyway, the results are beautiful. Last night I found myself watching Anders 
Gidenstam's
live web feed of his airship voyages over the forests of South Germany as if it 
were
a TV special!

Tim
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFHl0YueDhWHdXrDRURAsdJAKDb1EhE61GKVZIHXuBiWCQRvOswxQCgu8Nx
A4RTdmo645BbEx5OviUdZa4=
=TjRc
-END PGP SIGNATURE-

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Chris Metzler
On Wed, 23 Jan 2008 14:04:07 +0100
Maik Justus wrote:
>
> What comes next? Shader driven swarms of birds, flocks, clouds? ;-)

Clouds clouds clouds clouds clouds!

Last night, I was daydreaming of these trees and the Fire Service OV-10
we have, thinking of how cool a forest fire scenario would be.


> Thank you!

Ditto.  I'm not going to have the time to install this until tonight,
but I can't wait.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove "snip-me." to email)

"As a child I understood how to give; I have forgotten this grace since I
have become civilized." - Chief Luther Standing Bear


signature.asc
Description: PGP signature
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Maik Justus
Hi Stuart,

Stuart Buchanan schrieb am 22.01.2008 23:04:
> Hi All,
>
> I've been working on a shader-based approach to creating random trees with 
> help
> from Tim Moore.
>
> Here's a screenshot of what I've managed to achieve so far:
>
> http://www.nanjika.co.uk/flightgear/forest.jpg
>
> A patch which includes both the shader trees and improvements to the random
> object placement is available from 
>
> http://www.nanjika.co.uk/flightgear/trees.tar.gz
>
>   
very nice. Low-level-flying is much more interesting now.
> This isn't yet ready for inclusion in CVS, but worth having a play about with.
>
>   
Why not? cvs is the place for developing.
> Notes:
> - Currently all the trees of a given type on a tile will be the same size, 
> shape
> and texture.
> - It's highly likely that this code leaks memory like a sieve.
> - The shader currently doesn't perform any diffuse lighting calculations. For
> some reason including the diffuse lighting causes a "flickering" effect, 
> possibly
> due to the light source being so far away.
>
> Comments are of course welcome.
>   
What comes next? Shader driven swarms of birds, flocks, clouds? ;-)
> -Stuart
>
>
>   
Thank you!
Maik


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Thomas Förster
Am Mittwoch 23 Januar 2008 schrieb Heiko Schulz:
> > Oops , now I see a lot of ...
> >
> > Warning:detected OpenGL error 'invalid operation'
> > after RenderBin::draw(,) in the teminal 
> > but otherwise it seems to go smoothly ...
> > Cheers
> >
> > --
>
> This message I got the last months with OSG-Builds- I
> don't think it has any to to do with the trees

I had this earlier too, together with warnings from MESA. It was gone with the 
new laptop, which equals to switching from ATI to Nvidia. Probably a driver 
problem, now (again?) triggered with the tree code.

Thomas

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Stuart Buchanan
--- Curtis Olson wrote:
> On Jan 22, 2008 9:36 PM, Syd&Sandy wrote:
> > Just gave the patch a try , amazing ! And this time it has hardly any
> > effect on my framerate ...
> > Cheers
> 
> It would be very tempting to commit it to cvs ...
> 
> Curt.

I have no objection to it going into CVS. 

I have used up a lot of brownie points with my wife to get this far - my
available time over the next couple of weeks will be much more limited. 

Having it in CVS would provide many more eyeballs, if people are happy with the
quality.

-Stuart


  __
Sent from Yahoo! Mail - a smarter inbox http://uk.mail.yahoo.com


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Heiko Schulz

--- Syd&Sandy <[EMAIL PROTECTED]> schrieb:

> On Tue, 22 Jan 2008 21:45:32 -0600
> "Curtis Olson" <[EMAIL PROTECTED]> wrote:
> 
> > On Jan 22, 2008 9:36 PM, Syd&Sandy wrote:
> > 
> > > Just gave the patch a try , amazing ! And this
> time it has hardly any
> > > effect on my framerate ...
> > > Cheers
> > 
> > 
> > It would be very tempting to commit it to cvs ...
> > 
> > Curt.
> > -- 
> > Curtis Olson: http://baron.flightgear.org/~curt/
> > 
> 
> Oops , now I see a lot of ...
> 
> Warning:detected OpenGL error 'invalid operation'
> after RenderBin::draw(,) in the teminal 
> but otherwise it seems to go smoothly ...
> Cheers
> 
> -- 
This message I got the last months with OSG-Builds- I
don't think it has any to to do with the trees

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


   __  Ihre erste Baustelle? Wissenswertes 
für Bastler und Hobby Handwerker. www.yahoo.de/clever

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread
On Tue, 22 Jan 2008 21:45:32 -0600
"Curtis Olson" <[EMAIL PROTECTED]> wrote:

> On Jan 22, 2008 9:36 PM, Syd&Sandy wrote:
> 
> > Just gave the patch a try , amazing ! And this time it has hardly any
> > effect on my framerate ...
> > Cheers
> 
> 
> It would be very tempting to commit it to cvs ...
> 
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> 

Oops , now I see a lot of ...

Warning:detected OpenGL error 'invalid operation' after RenderBin::draw(,) in 
the teminal 
but otherwise it seems to go smoothly ...
Cheers

-- 
Syd&Sandy <[EMAIL PROTECTED]>

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Curtis Olson
On Jan 22, 2008 9:36 PM, Syd&Sandy wrote:

> Just gave the patch a try , amazing ! And this time it has hardly any
> effect on my framerate ...
> Cheers


It would be very tempting to commit it to cvs ...

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread
On Tue, 22 Jan 2008 22:04:31 + (GMT)
Stuart Buchanan <[EMAIL PROTECTED]> wrote:

> Hi All,
> 
> I've been working on a shader-based approach to creating random trees with 
> help
> from Tim Moore.
> 
> Here's a screenshot of what I've managed to achieve so far:
> 
> http://www.nanjika.co.uk/flightgear/forest.jpg
> 
> A patch which includes both the shader trees and improvements to the random
> object placement is available from 
> 
> http://www.nanjika.co.uk/flightgear/trees.tar.gz
> 
> This isn't yet ready for inclusion in CVS, but worth having a play about with.
> 
> Notes:
> - Currently all the trees of a given type on a tile will be the same size, 
> shape
> and texture.
> - It's highly likely that this code leaks memory like a sieve.
> - The shader currently doesn't perform any diffuse lighting calculations. For
> some reason including the diffuse lighting causes a "flickering" effect, 
> possibly
> due to the light source being so far away.
> 
> Comments are of course welcome.
> 
> -Stuart
> 

Just gave the patch a try , amazing ! And this time it has hardly any effect on 
my framerate ... 
Cheers

-- 
Syd&Sandy <[EMAIL PROTECTED]>

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Arnt Karlsen
On Tue, 22 Jan 2008 18:40:56 -0600, Curtis wrote in message 
<[EMAIL PROTECTED]>:

> On Jan 22, 2008 4:04 PM, Stuart Buchanan
> <[EMAIL PROTECTED]> wrote:
> 
> > Hi All,
> >
> > I've been working on a shader-based approach to creating random
> > trees with help
> > from Tim Moore.
> >
> > Here's a screenshot of what I've managed to achieve so far:
> >
> > http://www.nanjika.co.uk/flightgear/forest.jpg
> 
> 
> Here's a preview movie of the tree coverage:
> 
> http://baron.flightgear.org/~curt/tmp/MVI_0139.AVI
> 
> (89Mb)

..neat. [EMAIL PROTECTED] tmp]# echo \
"http://baron.flightgear.org/~curt/tmp/MVI_0139.AVI"; >/tmp/trefg
[EMAIL PROTECTED] tmp]# # wget -c `cat /tmp/trefg ` 
[EMAIL PROTECTED] tmp]# md5sum MVI_0139.AVI &&ll MVI_0139.AVI
10dcf8652725a98d7bd216d78c9bb06c MVI_0139.AVI 
-rw-r--r-- 1 caelinux caelinux 93363796 Jan 23 01:38 MVI_0139.AVI 
[EMAIL PROTECTED] tmp]#


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread
On Tue, 22 Jan 2008 20:04:07 -0600
"Curtis Olson" <[EMAIL PROTECTED]> wrote:

> On Jan 22, 2008 7:52 PM, Syd&Sandy wrote:
> 
> > looks pretty impressive !
> > The first try with the un-billboarded trees killed my framerate  (30 to 8
> > ) unfortunately. Im trying the patch but now get an error , so maybe
> > something here is out of date ...
> >
> > In file included from mat.hxx:48,
> > from mat.cxx:53:
> > matmodel.hxx:128: error: extra qualification 'SGMatModel::' on member
> > 'get_randomized_range_m'
> > make[4]: *** [mat.o] Error 1
> > make[4]: Leaving directory
> > `/home/syd/FGFS/SG/source/simgear/scene/material'
> > make[3]: *** [all-recursive] Error 1
> > make[3]: Leaving directory `/home/syd/FGFS/SG/source/simgear/scene'
> > make[2]: *** [all-recursive] Error 1
> > make[2]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
> > make[1]: *** [all] Error 2
> > make[1]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
> > make: *** [all-recursive] Error 1
> >
> > I'll try a fresh checkout and try again , really want to see those trees
> > :)
> 
> 
> Just look at line #128 in matmodel.hxx (as per the error message) and you
> should be able to clearly see the extra qualifier that needs to be removed.
> 
> Regards,
> 
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> 

Thanks Curt,
Was just about to , but thought I'd better make sure I had everything up to 
date first...

-- 
Syd&Sandy <[EMAIL PROTECTED]>

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Curtis Olson
On Jan 22, 2008 7:52 PM, Syd&Sandy wrote:

> looks pretty impressive !
> The first try with the un-billboarded trees killed my framerate  (30 to 8
> ) unfortunately. Im trying the patch but now get an error , so maybe
> something here is out of date ...
>
> In file included from mat.hxx:48,
> from mat.cxx:53:
> matmodel.hxx:128: error: extra qualification 'SGMatModel::' on member
> 'get_randomized_range_m'
> make[4]: *** [mat.o] Error 1
> make[4]: Leaving directory
> `/home/syd/FGFS/SG/source/simgear/scene/material'
> make[3]: *** [all-recursive] Error 1
> make[3]: Leaving directory `/home/syd/FGFS/SG/source/simgear/scene'
> make[2]: *** [all-recursive] Error 1
> make[2]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
> make[1]: *** [all] Error 2
> make[1]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
> make: *** [all-recursive] Error 1
>
> I'll try a fresh checkout and try again , really want to see those trees
> :)


Just look at line #128 in matmodel.hxx (as per the error message) and you
should be able to clearly see the extra qualifier that needs to be removed.

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Curtis Olson
Stuart's trees (with Tim's help) are very cool.  Here's one more video
before I'm done playing with them for the night ...

http://www.youtube.com/watch?v=d_VPtzexsg0

Curt.


On Jan 22, 2008 7:09 PM, Curtis Olson  wrote:

> On Jan 22, 2008 7:09 PM, Georg Vollnhals wrote:
>
> > THIS is incredible.
> > Due to the lower video resolution, the high standard cockpit and outside
> > aircraft view, the "head shaking" and the wooded landscape it looks like
> > real!
> > This tree coverage improvement is a further big step forward for FG.
>
>
> There are some glitches that become obvious when you run it, but on the
> whole it's a pretty nifty first attempt at heavy duty tree coverage.
>
> Here's a youtube version of the tree demo movie which will load much
> faster and may be more convenient for many people.
>
> http://www.youtube.com/watch?v=FdzG49o4DPE
>
> Great work Stuart!  Get rid of the memory leaks so we can't flame you
> later!
>
>
> Regards,
>
> Curt.
> --
> Curtis Olson: 
> http://baron.flightgear.org/~curt/
>



-- 
Curtis Olson: http://baron.flightgear.org/~curt/
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread
On Tue, 22 Jan 2008 19:09:40 -0600
"Curtis Olson" <[EMAIL PROTECTED]> wrote:

> On Jan 22, 2008 7:09 PM, Georg Vollnhals wrote:
> 
> > THIS is incredible.
> > Due to the lower video resolution, the high standard cockpit and outside
> > aircraft view, the "head shaking" and the wooded landscape it looks like
> > real!
> > This tree coverage improvement is a further big step forward for FG.
> 
> 
> There are some glitches that become obvious when you run it, but on the
> whole it's a pretty nifty first attempt at heavy duty tree coverage.
> 
> Here's a youtube version of the tree demo movie which will load much faster
> and may be more convenient for many people.
> 
> http://www.youtube.com/watch?v=FdzG49o4DPE
> 
> Great work Stuart!  Get rid of the memory leaks so we can't flame you later!
> 
> Regards,
> 
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> 

looks pretty impressive ! 
The first try with the un-billboarded trees killed my framerate  (30 to 8 ) 
unfortunately. Im trying the patch but now get an error , so maybe something 
here is out of date ...  

In file included from mat.hxx:48,
 from mat.cxx:53:
matmodel.hxx:128: error: extra qualification ‘SGMatModel::’ on member 
‘get_randomized_range_m’
make[4]: *** [mat.o] Error 1
make[4]: Leaving directory `/home/syd/FGFS/SG/source/simgear/scene/material'
make[3]: *** [all-recursive] Error 1
make[3]: Leaving directory `/home/syd/FGFS/SG/source/simgear/scene'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
make[1]: *** [all] Error 2
make[1]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
make: *** [all-recursive] Error 1

I'll try a fresh checkout and try again , really want to see those trees :)
Cheers

-- 
Syd&Sandy <[EMAIL PROTECTED]>

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Curtis Olson
On Jan 22, 2008 7:09 PM, Georg Vollnhals wrote:

> THIS is incredible.
> Due to the lower video resolution, the high standard cockpit and outside
> aircraft view, the "head shaking" and the wooded landscape it looks like
> real!
> This tree coverage improvement is a further big step forward for FG.


There are some glitches that become obvious when you run it, but on the
whole it's a pretty nifty first attempt at heavy duty tree coverage.

Here's a youtube version of the tree demo movie which will load much faster
and may be more convenient for many people.

http://www.youtube.com/watch?v=FdzG49o4DPE

Great work Stuart!  Get rid of the memory leaks so we can't flame you later!

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Georg Vollnhals
Curtis Olson schrieb:
> On Jan 22, 2008 4:04 PM, Stuart Buchanan
> <[EMAIL PROTECTED] >
> wrote:
>
> Hi All,
>
> I've been working on a shader-based approach to creating random
> trees with help
> from Tim Moore.
>
> Here's a screenshot of what I've managed to achieve so far:
>
> http://www.nanjika.co.uk/flightgear/forest.jpg
>
>
> Here's a preview movie of the tree coverage:
>
> http://baron.flightgear.org/~curt/tmp/MVI_0139.AVI
> 
>
> (89Mb)
>
> Regards,
>
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> 
> 
THIS is incredible.
Due to the lower video resolution, the high standard cockpit and outside
aircraft view, the "head shaking" and the wooded landscape it looks like
real!
This tree coverage improvement is a further big step forward for FG.
Georg EDDW

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Curtis Olson
On Jan 22, 2008 4:04 PM, Stuart Buchanan <[EMAIL PROTECTED]>
wrote:

> Hi All,
>
> I've been working on a shader-based approach to creating random trees with
> help
> from Tim Moore.
>
> Here's a screenshot of what I've managed to achieve so far:
>
> http://www.nanjika.co.uk/flightgear/forest.jpg


Here's a preview movie of the tree coverage:

http://baron.flightgear.org/~curt/tmp/MVI_0139.AVI

(89Mb)

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Curtis Olson
On Jan 22, 2008 4:04 PM, Stuart Buchanan wrote:

> Hi All,
>
> I've been working on a shader-based approach to creating random trees with
> help
> from Tim Moore.
>
> Here's a screenshot of what I've managed to achieve so far:
>
> http://www.nanjika.co.uk/flightgear/forest.jpg


I don't recommend any kind of swearing on the devel list, but holy crap!
And optionally replace the word crap with s***


A patch which includes both
> the shader trees and improvements to the random
> object placement is available from
>
> http://www.nanjika.co.uk/flightgear/trees.tar.gz
>
> This isn't yet ready for inclusion in CVS, but worth having a play about
> with.
>
> Notes:
> - Currently all the trees of a given type on a tile will be the same size,
> shape
> and texture.
> - It's highly likely that this code leaks memory like a sieve.
> - The shader currently doesn't perform any diffuse lighting calculations.
> For
> some reason including the diffuse lighting causes a "flickering" effect,
> possibly
> due to the light source being so far away.
>
> Comments are of course welcome.
>
> -Stuart
>
>
>  ___
> Support the World Aids Awareness campaign this month with Yahoo! For Good
> http://uk.promotions.yahoo.com/forgood/
>
> -
> This SF.net email is sponsored by: Microsoft
> Defy all challenges. Microsoft(R) Visual Studio 2008.
> http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> ___
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel
>



-- 
Curtis Olson: http://baron.flightgear.org/~curt/
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread Stuart Buchanan
Hi All,

I've been working on a shader-based approach to creating random trees with help
from Tim Moore.

Here's a screenshot of what I've managed to achieve so far:

http://www.nanjika.co.uk/flightgear/forest.jpg

A patch which includes both the shader trees and improvements to the random
object placement is available from 

http://www.nanjika.co.uk/flightgear/trees.tar.gz

This isn't yet ready for inclusion in CVS, but worth having a play about with.

Notes:
- Currently all the trees of a given type on a tile will be the same size, shape
and texture.
- It's highly likely that this code leaks memory like a sieve.
- The shader currently doesn't perform any diffuse lighting calculations. For
some reason including the diffuse lighting causes a "flickering" effect, 
possibly
due to the light source being so far away.

Comments are of course welcome.

-Stuart


  ___
Support the World Aids Awareness campaign this month with Yahoo! For Good 
http://uk.promotions.yahoo.com/forgood/

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel